Personally, I don't care about the library, and just want the pure math implementation for shaders and such. For that, they have the algorithm available here in GLSL, vec3 mixbox_lerp is the function you want:
I don't have time to whip up a demo, but it seems like it's pretty well optimized and it looks really nice in the examples. Great work from these folks.
https://github.com/scrtwpns/mixbox/blob/master/shaders/mixbo...
I don't have time to whip up a demo, but it seems like it's pretty well optimized and it looks really nice in the examples. Great work from these folks.